April 19, 2025, 12:21:11 PM

Author Topic: Warmaster Trial Armies Discussion  (Read 40032 times)

Offline Bel

  • Moderator
  • Full Member
  • *
  • Posts: 213
    • Loc: Somewhere in Siberia
    • PolarFox
Warmaster Trial Armies Discussion
« on: August 18, 2009, 06:05:03 AM »
Please post here your feedback of WTA armies, any typos and unclear things.

Offline Bel

  • Moderator
  • Full Member
  • *
  • Posts: 213
    • Loc: Somewhere in Siberia
    • PolarFox
Re: Warmaster Trial Armies Discussion
« Reply #1 on: August 18, 2009, 06:43:43 AM »
Goblin Army p.17, left column, 3d para, 2nd line: 'too' -> 'to'.

Offline CT Yankee

  • Active Member
  • *
  • Posts: 29
Re: Warmaster Trial Armies Discussion
« Reply #2 on: September 24, 2009, 09:41:46 AM »
OK, I've only just discovered this website today and perhaps I've not searched hard enough, but where ARE the Trial Army lists that are being discussed here?
JJB

Offline Lex

  • Global Moderator
  • Full Member
  • ***
  • Posts: 1451
  • I wonder...
    • Loc: Bergen op Zoom, Netherlands
    • Warmuster . BitzBox
Re: Warmaster Trial Armies Discussion
« Reply #3 on: September 24, 2009, 10:00:16 AM »

Offline The Dog

  • Active Member
  • *
  • Posts: 109
  • UK, Northwest, Chorley
Re: Warmaster Trial Armies Discussion
« Reply #4 on: March 06, 2010, 11:00:44 AM »
Dwarf Younger Holds Army

p40 in the Selector

Dragon Slayer *7 should be *6
Runesmith      *5 should be *7
Anvil             *5 should be *8
.

Offline Raider4

  • Active Member
  • *
  • Posts: 15
Re: Warmaster Trial Armies Discussion
« Reply #5 on: February 27, 2011, 11:37:06 AM »
Please post here your feedback of WTA armies, any typos and unclear things.

I play the Dogs Of War list with one extra element - I allow a Pegasus as a character mount. Stats exactly as per the entry for Bretonnia.

I'd like that added to the "official trial" (huh?) army list.

Cheers, Martyn
--

Offline BlackEd

  • Full Member
  • *
  • Posts: 290
Re: Warmaster Trial Armies Discussion
« Reply #6 on: October 21, 2011, 02:49:13 AM »
I'm working on assembling and painting a Nippon army at the moment.  I plan to sculpt up some of the figures that I cannot find in 10mm -- Oni, Imps, Tengu, possibly Temple dogs.

Question:  What is the inspiration for the Temple Imps entry in the army selector?  I'm having trouble finding a temple imp in Japanese folklore.  I find water imps, and I found Goblin tiles.  Or are the imps simply a smaller version of the Oni?

Next question: Are Fanatic monks simply monks with no armor?  Ie, all in robes?  I assume these are the Ikko Ikki, but I could be wrong.

Thanks for the help!


Offline Lex

  • Global Moderator
  • Full Member
  • ***
  • Posts: 1451
  • I wonder...
    • Loc: Bergen op Zoom, Netherlands
    • Warmuster . BitzBox
Re: Warmaster Trial Armies Discussion
« Reply #7 on: October 21, 2011, 11:57:24 AM »
Question:  What is the inspiration for the Temple Imps entry in the army selector?  I'm having trouble finding a temple imp in Japanese folklore.  I find water imps, and I found Goblin tiles.  Or are the imps simply a smaller version of the Oni?

Quote
Kappa (河童) are creatures that fall under the blanket term yokai (妖怪;ようかい), which means a ghost, demon, monster, or goblin. Kappa are sometimes categorized as fairies or sprites, but I think they can safely be called imps. Although their characteristics may vary, they are generally short, human or ape-like creatures with greenish, scaly skin and webbed feet and claws. They sometimes have duck or turtle-like beaks, as well, and wear lily-pad-like bowls on their head. Which is perfect camouflage, since they live in bodies of water

Quote
Next question: Are Fanatic monks simply monks with no armor?  Ie, all in robes?  I assume these are the Ikko Ikki, but I could be wrong.
Yup....  just robes, could be one shoulder bare, or stripped to the waist.....

Offline BlackEd

  • Full Member
  • *
  • Posts: 290
Re: Warmaster Trial Armies Discussion
« Reply #8 on: October 21, 2011, 02:27:28 PM »
Lex, thanks for the idea on the fanatic monks. 

As for the kappa, my only problem is that they are water imps and not temple imps.  If the kappa are the inspiration for the templ imps entry, then I will go with thaqt idea.  I suppose that they might have been named "temple" imps just to make it clear that they are associated with monks and not the samurai.

Offline Lex

  • Global Moderator
  • Full Member
  • ***
  • Posts: 1451
  • I wonder...
    • Loc: Bergen op Zoom, Netherlands
    • Warmuster . BitzBox
Re: Warmaster Trial Armies Discussion
« Reply #9 on: October 21, 2011, 02:35:46 PM »
Yup.....

I think the idea was to make them more or less like the more traditional imagery of de AD&D Kobold.

Offline BlackEd

  • Full Member
  • *
  • Posts: 290
Re: Warmaster Trial Armies Discussion
« Reply #10 on: December 27, 2011, 03:11:53 PM »
OK, quick report on the Nippon army list.

I got together with my friend Ian yesterday to play Nippon versus Daemons.  We played 2000 points on a side, Battle Royale, and lots of hills and forests.  I gave Ian the Nippon army selector last week, so he could have time to study the list and come up with an army.

I thought I would share some of our experiences with this army list.

First up:  It is a complicated army list.  Ian made a few mistakes with his list. 

First up was the break point.  He calculated the break point based on both the number of Samurai units and the number of Monk (meaning Temple and Monk) units. 

Next, he had more Monk units than Samurai units.  He fixed that.

Next, he had a sorcerer and a Shrine in his list.  He fixed that by switching the sorcerer to a mystic.  By the way, I really like the Mystic's special ability.

So once we straightened that out, we played.  And what a battle it was!

At first I was dismayed because of the sheer number of units I had to plow through to get to his Samurai units.  His unit of Temple Dogs went down fairly easily because they were left all alone on his right flank.  My cavalry lost a stand to take them down.  Because the TD were taken out, I had the hill on his right flank, which I invested with a Greater Daemon, a unit of flyers, and 4 units of cavalry.

I had a great round of combat (the Chaos gods favored my dice rolling), destroying 6 or 7 AShigaru and Ronin units (and at least one Zealot Monk unit) for no units lost.  However, the 6 units I used in the attacks took casualties -- 1 or 2 stands each.  The Zealot Monks were brutal in combat, but ultimately went down due to no armour saves.  The Ronin were rather troublesome due to the +1 they get in the first combat round, and for a moment it looked like they might gain the upper hand in their combat.  As the Nippon army charged me, I started my turn once the combats were over.

Surprisingly, none of my wounded units went back to the Warp.  I charged a unit of Ronin and a unit of Samurai.  Both units went down, and I lost a cavalry unit.  They unit of flyers that I committed was chewed up, losing two stands.  The Greater Daemon floated away, not badly hurt, snacking on leftovers.  Once again, I had the devil's own luck in rolling both hits and saves.

Nippon charged into my cavalry with Samurai on foot.  My Greater Daemon was charged by the Mounted Samurai.  Both might have gone better if the Nippon units could have followed up.  Toward the center, 2 units of Samurai cavalry charged a unit of Daemon horde and wiped it out, taking a stand of casualties.

The last turn I was able to take out 3 units of Samurai, losing 3 units that turn and getting more wounded units.  The Shrine that Ian took prevented my summoning of daemons to replenish my wounded units.

The battle was an exciting one, and if it hadn't been for my excellent dice rolling, the result would have been more even.  The Nippon army was numerous, as I expected.  It took a lot of damage, as I expected.  But the list did not seem overpowered.  Nor did any of the units in that list.  And it was quite a pain that I could not summon in new stands to replace the stands that were removed as casualties.  Ian used the mystic's ability very well, in some cases knowing he would be able to get an difficult order off.

Ian was happy with how the army played, and now wants a re-match.

So, aside from being a complicated army list, I wholly endorse the Nippon army list as being fun to play and to play against.  Good job guys!

Offline BlackEd

  • Full Member
  • *
  • Posts: 290
Re: Warmaster Trial Armies Discussion
« Reply #11 on: March 15, 2012, 03:42:40 PM »
Tournament Daemon Army -- Specifically Daemonic Instability Tests

A quick paraphrase of the Instability Test table:
1: Unit goes back to the warp
2-3: Unit gets confused
4-5: Unit becomes un-confused if it was confused, other wise no effect
6: Unit must charge enemy; otherwise ignores command penalties for lost stand

On Satyrday, I had a situation in which a 2-stand unit of Daemon Horde that was confused rolled a 6 for its instability test.  It had to charge, and it had a unit to charge, so it did.

The table does not say that the unit becomes un-confused.  It seems logical that the unit should have lost it's confusion status as a reult of the 6 that was rolled.  But we're discussing Chaos daemons here, so anything is possible.

I was able to break my opponent before that combat took place.  After the game, we agreed that it seems logical that the unit would have lost its confused status.

So question the question is: Should the result for a 6 include the mention that the unit becomes un-confused if it was confused?

Or is this too confusing?   ::)


Offline Bel

  • Moderator
  • Full Member
  • *
  • Posts: 213
    • Loc: Somewhere in Siberia
    • PolarFox
Re: Warmaster Trial Armies Discussion
« Reply #12 on: June 07, 2012, 03:44:59 PM »
Sorry, didn't see this post earlier.

Just recall when unit that is confused at the start of its turn (a time for instability test) ceases to be confused in normal circumstances. Unless othervise noted, the general rule has priority. Therefore your decision was absolutely correct.

Offline Dave

  • Moderator
  • Full Member
  • *
  • Posts: 1290
    • Loc: Worcester, MA
    • The Epic Gamer
Re: Warmaster Trial Armies Discussion
« Reply #13 on: June 07, 2012, 04:59:24 PM »
Your units become unconfused at the end of your command phase. So if a unit rolls 6 for instability, but is confused and not within initiative you wouldn't be able to order it (even though you ignore command penalties for lost stands :P). That bit from 5 about becoming unconfused should be copied to 6 too.

Offline BlackEd

  • Full Member
  • *
  • Posts: 290
Re: Warmaster Trial Armies Discussion
« Reply #14 on: June 08, 2012, 04:43:40 PM »
Bel, I'm pretty sure that confusion only comes off after orders are given.  I also thought that confused units can't initiative charge.  I'll double check rules on confusion.

Dave, I agree that the bit from 5 about being unconfused should be part of 6 also.

I played against the Tournament Daemon army a few weeks ago.  2K points of TD versus 2K points of Tomb Kings.  We both had problems with command rolls, and I made the mistake of deploying my artillery behind a hill instead of where they could see the battlefield.  As a result, the Tomb Kings made almost no headway against the Daemon army, which was killing one TK unit after another.  When the artillery finally crested the hill on turn 4, they blasted huge chunks of the Daemon army to pieces, but this wasn't enough to prevent the Daemons from winning the day.